Rueda De Habilidades: La Filosofía De Su Diseño

Iniciado por RoB_KiNG, Abril 27, 2015, 08:00:46 PM

RoB_KiNG

SKILLWHEEL: THE DESIGN PHILOSOPHY
04/27/2015


Hello Councillors,

Since its introduction on this platform, many concerns and questions arose on the topic of the skillwheel. As previously mentioned, we decided to maintain current mechanism for Heroes VII but also wanted to share a statement regarding this feature to give you more visibility on this decision.  

We had the opportunity to gather more information from the team and ask them to answer some of your feedback.

THE CONCEPT:

The first big idea with this skillwheel is to provide players the possibility to plan the development of his heroes on the long term, while offering ways to specialize in certain areas of the gameplay. This is why the primary system does not involve randomness, since it would force the player to deal with random constraints in the balancing of his hero.

The other main idea is to allow the player to grasp the possibilities of a hero by looking at a single screen. Major and Minor skills are visible at a glance to measure the strengths of the hero class.

We have a feeling that some people truly believe that more complexity and constraints in a system makes it better, however, we don't share this belief.  


NOW TO ANSWER A FEW QUESTIONS FROM YOU:

1. On the system being too restrictive to let you build a hero from a pool of possible skills:

First of all, our reference games (HIII, HV) never provided such freedom. This is not a RPG, hero classes are provided with each their selection of skills, which define what a class is. We don't want freeform heroes and spellcasting barbarians.


2. On randomness within the skillwheel system:

It's very simple and similar to Heroes V. Each time a level is acquired, the player is proposed to choose an upgrade between two skill ranks and two abilities, within the available ones at this moment. Like in HV, once 5 (to be confirmed) skills are used, the remaining choices will always be part of those 5 skills, to ensure that no skill is left with too few points to be useful. Players have the freedom to make a choice within a range of random choices. For those who doubt that this will make a difference in the game experience, we can assure it definitely does.


3. On prerequisites:

To acquire a skill rank (except for Novice), you need to have unlocked the previous one and at least one ability of the previous one. This forbids to reach the most powerful ability of a skill without investing anything in lower ranks. It's a system like any other. We discussed forcing to unlock ALL abilities of a skill rank to reach the next one and discarded it, since you would have needed too many points to reach top rank. We also discussed linking abilities together like in HV but decided this was a too strong restriction that led to strongly similar ability setups to reach certain abilities, and therefore restricted the player's freedom too much.


4. On so-called ultimates:

We call them grandmaster abilities, because they're not ultimates. Please remember that all numbers are subject to balancing. Grandmaster abilities are supposed to be desirable and great but shouldn't be game-winners. Of course, it's logical that players would set themselves as an objective to unlock these, as they are the most powerful abilities, but this should not make all other decision secondary. So, the only restriction is to reach them using the regular rules, which means 6 to 8 levels investing only on that skill, depending on the starting rank of the hero.


5. On hero classes and skills:

Yes, a hero class is defined by a fixed skillwheel. It's a set of possible skills, which is a logical design. A Knight can always have offense, he can never have dark magic, that's what defines a knight in Ashan. Each faction has 6 classes, half of them magic heroes, the other half might heroes. In all non-story driven game mode, you can choose your faction and your class, according to the skills you want to play with.


6. On Major and Minor skills:

It's very simple. Major means you have access to Master rank. Minor means you are limited to Expert rank. Among Major skills, only 3 have a Grandmaster ability. For all hero classes, the faction skill (necromancy for Necropolis) is a Major skill with Grandmaster ability. There are no other faction specific perk.


7. On starting skills:

Yes, each hero has a starting skill rank (no ability), and possibly another if that is his specialization provides.


8. On the comparison with Heroes V:

First of all let's remember that in Heroes V, originally (before modding), there was no skillwheel and players had to post-rationalize everything to get a clue of how it was working, otherwise you blindly chose skills and abilities according to the moment's judgment. Also, you could unlock skills by visiting buildings, which could occasionally ruin your plans. Save/Load strategies to avoid that are not unheard of. We believe that means that the design is flawed.

On the same topic, providing the possibility to reset the whole hero by paying gold in a special building is also a dirty fix to a flawed system. Cross skill restriction and cross ability restrictions are just more constraints to the player's control over his hero's development, it's arguably a design quality per se. Some advocate that they like more constraints and difficulty, less control, that's a purely subjective opinion and we know there is no consensus here, we prefer to give players control over their hero's development.


9. On the comparison with Heroes VI:

It's definitely not the same. Yes, the magic schools are the same. Yes, it's a player-controlled system. Heroes VI had ability tiers, limited by level, which allowed to stack points to unlock multiple high-tier abilities without spending in low tier. Heroes VI have ability "lines" within the same skills, some being constrainted by linear unlock, some not, some tier were not populated, so it was much less systemic than Heroes VII.


10. On the number of skills and abilities:

This is an endless debate. Every player can come up with their own perfect number, we don't believe there is a perfect answer to please anyone. Each game has different number of skills and abilities and we don't believe that affect quality directly.


11. On the naming of some abilities:

Some names in the skillwheel still are work in progress and will be modified before the release of the game. For instance, Air Magic abilities such as Master of Air I, II & will be renamed to ensure they will not be confused with linked or pre-requisite.


FUENTE: Enlace

Shosuro

Resumen: lo que nosotros hacemos es la polla, lo del Heroes V era una puta mierda.

Veo un Heroes VI II

RoB_KiNG

Con esta ruedestreza saldrán combinaciones lineales donde solo habrá que copiarlas para tener tu Héroe perfecto. Espero que la opción de aleatoriedad deje serlo al menos al 50% si no menudo chusco.


Saludos

Wexseaste

[quote user="RoB_KiNG" post="76174"]THE CONCEPT:

The first big idea with this skillwheel is to provide players the possibility to plan the development of his heroes on the long term, while offering ways to specialize in certain areas of the gameplay. This is why the primary system does not involve randomness, since it would force the player to deal with random constraints in the balancing of his hero.

The other main idea is to allow the player to grasp the possibilities of a hero by looking at a single screen. Major and Minor skills are visible at a glance to measure the strengths of the hero class.

We have a feeling that some people truly believe that more complexity and constraints in a system makes it better, however, we don't share this belief.[/quote]

Complejidad=no diversión? Vamos a ver, a veces es así; pero otras no. Al final lo que han propuesto es un sistema en el que vas a elegir las mismas. Menos mal que dan la opción de escoger que sea aleatorio porque sino, menuda chafa. Lo siento, pero no veo la diversión en eso. La complejidad está bien en ciertas cosas; y esta es una de ellas si quieres que no sea un sistema repetitivo y, por tanto, aburrido.

[quote user="RoB_KiNG" post="76174"]NOW TO ANSWER A FEW QUESTIONS FROM YOU:

1. On the system being too restrictive to let you build a hero from a pool of possible skills:

First of all, our reference games (HIII, HV) never provided such freedom. This is not a RPG, hero classes are provided with each their selection of skills, which define what a class is. We don't want freeform heroes and spellcasting barbarians.[/quote]

BIEN! Han dicho que no es un RPG  :clap: Por otra parte, es cierto que H3 no permite mucha libertad; pero H5 tenía multitud de caminos distitos, permiotiendo esa libertad. Tú decidías si coger una o esperar a que te tocase otra aún mejor. Quién no arriesga no gana. Y bueno chicos, los magos bárbaros no van a ser lo habitual y no van a merecer la pena. Si no quieren magos bárbaros, hay otra forma de conseguirlo que permitiéndoles aprender magias.

[quote user="RoB_KiNG" post="76174"]2. On randomness within the skillwheel system:

It's very simple and similar to Heroes V. Each time a level is acquired, the player is proposed to choose an upgrade between two skill ranks and two abilities, within the available ones at this moment. Like in HV, once 5 (to be confirmed) skills are used, the remaining choices will always be part of those 5 skills, to ensure that no skill is left with too few points to be useful. Players have the freedom to make a choice within a range of random choices. For those who doubt that this will make a difference in the game experience, we can assure it definitely does.[/quote]

En primer lugar, ¿similar a H5? ¿Solo porque lo hayan puesto con forma de rueda? Como lo diría... Sí; pero el resultado es un downgrade comparado al de H5. H5 tenía habilidades que requerían habilidades de otro tipo.

[quote user="RoB_KiNG" post="76174"]3. On prerequisites:

To acquire a skill rank (except for Novice), you need to have unlocked the previous one and at least one ability of the previous one. This forbids to reach the most powerful ability of a skill without investing anything in lower ranks. It's a system like any other. We discussed forcing to unlock ALL abilities of a skill rank to reach the next one and discarded it, since you would have needed too many points to reach top rank. We also discussed linking abilities together like in HV but decided this was a too strong restriction that led to strongly similar ability setups to reach certain abilities, and therefore restricted the player's freedom too much.
[/quote]

Pues esa restricción ayuda a caminos más diversos y a combinaciones más interesantes otorgando gameplays diferentes. Menos mal que al final han decidio que no necesites desbloquear todas porque sino... meno avance del héroe más lento ._.

[quote user="RoB_KiNG" post="76174"]4. On so-called ultimates:

We call them grandmaster abilities, because they're not ultimates. Please remember that all numbers are subject to balancing. Grandmaster abilities are supposed to be desirable and great but shouldn't be game-winners. Of course, it's logical that players would set themselves as an objective to unlock these, as they are the most powerful abilities, but this should not make all other decision secondary. So, the only restriction is to reach them using the regular rules, which means 6 to 8 levels investing only on that skill, depending on the starting rank of the hero.[/quote]

Me parece correcto y bien. Las de H5 eran...demasiado OP.

[quote user="RoB_KiNG" post="76174"]5. On hero classes and skills:

Yes, a hero class is defined by a fixed skillwheel. It's a set of possible skills, which is a logical design. A Knight can always have offense, he can never have dark magic, that's what defines a knight in Ashan. Each faction has 6 classes, half of them magic heroes, the other half might heroes. In all non-story driven game mode, you can choose your faction and your class, according to the skills you want to play with.[/quote]

Vamos a ver, todo lo que sea dar posibilidades al jugador es importante y ofrece más diversidad; y con esto quiero decir que no me parece bien esa limitación de que, por ejemplo, los caballeros no puedan usar magia de la oscuridad. Sin embargo, ok. No me gusta la decisión pero tampoco es que sea... super importnte o algo por el estilo.

[quote user="RoB_KiNG" post="76174"]6. On Major and Minor skills:

It's very simple. Major means you have access to Master rank. Minor means you are limited to Expert rank. Among Major skills, only 3 have a Grandmaster ability. For all hero classes, the faction skill (necromancy for Necropolis) is a Major skill with Grandmaster ability. There are no other faction specific perk.[/quote]

Lógico.

[quote user="RoB_KiNG" post="76174"]7. On starting skills:
Yes, each hero has a starting skill rank (no ability), and possibly another if that is his specialization provides.[/quote]

El problema es que las presentadas hasta ahora son poco interesantes, muy parecidas las undas con las otras.

[quote user="RoB_KiNG" post="76174"]8. On the comparison with Heroes V:

First of all let's remember that in Heroes V, originally (before modding), there was no skillwheel and players had to post-rationalize everything to get a clue of how it was working, otherwise you blindly chose skills and abilities according to the moment's judgment. Also, you could unlock skills by visiting buildings, which could occasionally ruin your plans. Save/Load strategies to avoid that are not unheard of. We believe that means that the design is flawed.

On the same topic, providing the possibility to reset the whole hero by paying gold in a special building is also a dirty fix to a flawed system. Cross skill restriction and cross ability restrictions are just more constraints to the player's control over his hero's development, it's arguably a design quality per se. Some advocate that they like more constraints and difficulty, less control, that's a purely subjective opinion and we know there is no consensus here, we prefer to give players control over their hero's development. [/quote]

"let's remember that in Heroes V, originally (before modding), there was no skillwheel" Vamos a ver, no había una rueda de habilidades que ver; pero las habilidades estaban relacionadas, había muchos caminos diferentes... pero nno había otra forma de representarlo que una rueda! Si ponemos el diseño del H5 como si en H6, sería un completo caos por las conexiones entre habilidades. Si ponemos el disño de H7 en una fila, vemos que esto no se produce. ¿Es mejor el sistema que el de H6? SÍ. ¿Es pero que el de H5? Por supuesto.

Y sí, elegíamos ciegamente lo que queríamos; pero¿no es esa la gracia, lo que da más rejugabilidad, emoción, diversión... al sistema de habilidades? Tenías que afrontar la sitación con lo que tenías, lo que te tocaba y aprenndías a usar todas, a sacarle provecho. Aquí, escoges esta y esa otra y... ¿para qué cambiar? Menos mal que hay aleatoriedad... y, sin embargo, las combinaciones entre habilidades no se darán por lo que, aunque haya aleatoriedad, está bastante limitada a las principales. Dejad al jugador desarrollar el héroe que él quiere! Dejad que sea Piedra, papel, tijeras. Yujú, qué diversión. Todos happys. Habéis cambiado el sistema a uno rípico de un juego RPG, un sistema que no pertenece a héroes.

Lo siento, pero no me parece una excusa barata, lo siguiente.


[quote user="RoB_KiNG" post="76174"]9. On the comparison with Heroes VI:

It's definitely not the same. Yes, the magic schools are the same. Yes, it's a player-controlled system. Heroes VI had ability tiers, limited by level, which allowed to stack points to unlock multiple high-tier abilities without spending in low tier. Heroes VI have ability "lines" within the same skills, some being constrainted by linear unlock, some not, some tier were not populated, so it was much less systemic than Heroes VII.[/quote]

Estoy de acuerdo. El sistema no es como el de héroes VI. Es mucho mejor (literalmente). Pero sigue siendo peor a algo ya visto.


[quote user="RoB_KiNG" post="76174"]10. On the number of skills and abilities:

This is an endless debate. Every player can come up with their own perfect number, we don't believe there is a perfect answer to please anyone. Each game has different number of skills and abilities and we don't believe that affect quality directly.[/quote]

Estoy de acuerdo de que es un tema muy subjetivo. Personalmente, no me parece mal la cantidad por ahora mostrada. Aunque eso sí, habéis quitado sorcery para que cada magia tenga su propia habilidad de sorcery (muy probablemente sea así viendo la magia del aire).


[quote user="RoB_KiNG" post="76174"]11. On the naming of some abilities:

Some names in the skillwheel still are work in progress and will be modified before the release of the game. For instance, Air Magic abilities such as Master of Air I, II & will be renamed to ensure they will not be confused with linked or pre-requisite.[/quote]

Personalemnte, no me quejo de los nombres. Aún falta mucho y, aunque haya nombres de héroes, unidades, habilidades... que no me gusten, sé que todavía está en proceso y, personalmente, no me molesta los ya presentados.




En definitiva, lo que ha dicho Shosuro.  Una lástima :thumbdown:
Si buscas una buena solución y no la encuentras, consulta al tiempo, puesto que el tiempo es la máxima sabiduría. -Tales de Mileto

Adrian

Veo que se han dejado una de las demandas mas importantes en el tintero: La interconexión entre clases que permite desbloquear habilidades mas especiales. Típico ejemplo, cuando con Ornella te sacabas las habilidad crepusculo gracias a caballero caido y tirabas magias de luz y oscuridad muy fuertes, era una interesante combinación.

arain

A ver qué tal resulta, hasta la beta no sabré si es correcto o no dicha implementación. Por ahí opinan que el sistema de habilidades del V era la mejor, tenía bastante variedad, pero vamos, prefiero algo mucho más simple como las del Heroes IV o III. Si por mi fuera para este Héroes 7 hubiera metido una evolución del sistema del IV.

Wexseaste

[quote user="arain" post="76186"]A ver qué tal resulta, hasta la beta no sabré si es correcto o no dicha implementación. Por ahí opinan que el sistema de habilidades del V era la mejor, tenía bastante variedad, pero vamos, prefiero algo mucho más simple como las del Heroes IV o III. Si por mi fuera para este Héroes 7 hubiera metido una evolución del sistema del IV.[/quote]

Bueno, ya veremos más en detalle el sistema con la beta... y bueno, si no lo cambian, pues no me gustará tanto porque creo que el de H5 es mejor; pero no me parecerá mal del todo. Es una mezcla entre H3 y H5, algo incluso más parecido al sistema de H4. No me he quejado en estos casos y no me quejaré tanto en el nuevo. Me hubiera gustado algo más "complejo"; pero bueno, no me parece mal del todo...
Si buscas una buena solución y no la encuentras, consulta al tiempo, puesto que el tiempo es la máxima sabiduría. -Tales de Mileto

Adrian

[quote user="Wexseaste" post="76184"][quote user="RoB_KiNG" post="76174"]THE CONCEPT:

The first big idea with this skillwheel is to provide players the possibility to plan the development of his heroes on the long term, while offering ways to specialize in certain areas of the gameplay. This is why the primary system does not involve randomness, since it would force the player to deal with random constraints in the balancing of his hero.

The other main idea is to allow the player to grasp the possibilities of a hero by looking at a single screen. Major and Minor skills are visible at a glance to measure the strengths of the hero class.

We have a feeling that some people truly believe that more complexity and constraints in a system makes it better, however, we don't share this belief.[/quote]

Complejidad=no diversión? Vamos a ver, a veces es así; pero otras no. Al final lo que han propuesto es un sistema en el que vas a elegir las mismas. Menos mal que dan la opción de escoger que sea aleatorio porque sino, menuda chafa. Lo siento, pero no veo la diversión en eso. La complejidad está bien en ciertas cosas; y esta es una de ellas si quieres que no sea un sistema repetitivo y, por tanto, aburrido.

[quote user="RoB_KiNG" post="76174"]NOW TO ANSWER A FEW QUESTIONS FROM YOU:

1. On the system being too restrictive to let you build a hero from a pool of possible skills:

First of all, our reference games (HIII, HV) never provided such freedom. This is not a RPG, hero classes are provided with each their selection of skills, which define what a class is. We don't want freeform heroes and spellcasting barbarians.[/quote]

BIEN! Han dicho que no es un RPG  :clap: Por otra parte, es cierto que H3 no permite mucha libertad; pero H5 tenía multitud de caminos distitos, permiotiendo esa libertad. Tú decidías si coger una o esperar a que te tocase otra aún mejor. Quién no arriesga no gana. Y bueno chicos, los magos bárbaros no van a ser lo habitual y no van a merecer la pena. Si no quieren magos bárbaros, hay otra forma de conseguirlo que permitiéndoles aprender magias.

[quote user="RoB_KiNG" post="76174"]2. On randomness within the skillwheel system:

It's very simple and similar to Heroes V. Each time a level is acquired, the player is proposed to choose an upgrade between two skill ranks and two abilities, within the available ones at this moment. Like in HV, once 5 (to be confirmed) skills are used, the remaining choices will always be part of those 5 skills, to ensure that no skill is left with too few points to be useful. Players have the freedom to make a choice within a range of random choices. For those who doubt that this will make a difference in the game experience, we can assure it definitely does.[/quote]

En primer lugar, ¿similar a H5? ¿Solo porque lo hayan puesto con forma de rueda? Como lo diría... Sí; pero el resultado es un downgrade comparado al de H5. H5 tenía habilidades que requerían habilidades de otro tipo.

[quote user="RoB_KiNG" post="76174"]3. On prerequisites:

To acquire a skill rank (except for Novice), you need to have unlocked the previous one and at least one ability of the previous one. This forbids to reach the most powerful ability of a skill without investing anything in lower ranks. It's a system like any other. We discussed forcing to unlock ALL abilities of a skill rank to reach the next one and discarded it, since you would have needed too many points to reach top rank. We also discussed linking abilities together like in HV but decided this was a too strong restriction that led to strongly similar ability setups to reach certain abilities, and therefore restricted the player's freedom too much.
[/quote]

Pues esa restricción ayuda a caminos más diversos y a combinaciones más interesantes otorgando gameplays diferentes. Menos mal que al final han decidio que no necesites desbloquear todas porque sino... meno avance del héroe más lento ._.

[quote user="RoB_KiNG" post="76174"]4. On so-called ultimates:

We call them grandmaster abilities, because they're not ultimates. Please remember that all numbers are subject to balancing. Grandmaster abilities are supposed to be desirable and great but shouldn't be game-winners. Of course, it's logical that players would set themselves as an objective to unlock these, as they are the most powerful abilities, but this should not make all other decision secondary. So, the only restriction is to reach them using the regular rules, which means 6 to 8 levels investing only on that skill, depending on the starting rank of the hero.[/quote]

Me parece correcto y bien. Las de H5 eran...demasiado OP.

[quote user="RoB_KiNG" post="76174"]5. On hero classes and skills:

Yes, a hero class is defined by a fixed skillwheel. It's a set of possible skills, which is a logical design. A Knight can always have offense, he can never have dark magic, that's what defines a knight in Ashan. Each faction has 6 classes, half of them magic heroes, the other half might heroes. In all non-story driven game mode, you can choose your faction and your class, according to the skills you want to play with.[/quote]

Vamos a ver, todo lo que sea dar posibilidades al jugador es importante y ofrece más diversidad; y con esto quiero decir que no me parece bien esa limitación de que, por ejemplo, los caballeros no puedan usar magia de la oscuridad. Sin embargo, ok. No me gusta la decisión pero tampoco es que sea... super importnte o algo por el estilo.

[quote user="RoB_KiNG" post="76174"]6. On Major and Minor skills:

It's very simple. Major means you have access to Master rank. Minor means you are limited to Expert rank. Among Major skills, only 3 have a Grandmaster ability. For all hero classes, the faction skill (necromancy for Necropolis) is a Major skill with Grandmaster ability. There are no other faction specific perk.[/quote]

Lógico.

[quote user="RoB_KiNG" post="76174"]7. On starting skills:
Yes, each hero has a starting skill rank (no ability), and possibly another if that is his specialization provides.[/quote]

El problema es que las presentadas hasta ahora son poco interesantes, muy parecidas las undas con las otras.

[quote user="RoB_KiNG" post="76174"]8. On the comparison with Heroes V:

First of all let's remember that in Heroes V, originally (before modding), there was no skillwheel and players had to post-rationalize everything to get a clue of how it was working, otherwise you blindly chose skills and abilities according to the moment's judgment. Also, you could unlock skills by visiting buildings, which could occasionally ruin your plans. Save/Load strategies to avoid that are not unheard of. We believe that means that the design is flawed.

On the same topic, providing the possibility to reset the whole hero by paying gold in a special building is also a dirty fix to a flawed system. Cross skill restriction and cross ability restrictions are just more constraints to the player's control over his hero's development, it's arguably a design quality per se. Some advocate that they like more constraints and difficulty, less control, that's a purely subjective opinion and we know there is no consensus here, we prefer to give players control over their hero's development. [/quote]

"let's remember that in Heroes V, originally (before modding), there was no skillwheel" Vamos a ver, no había una rueda de habilidades que ver; pero las habilidades estaban relacionadas, había muchos caminos diferentes... pero nno había otra forma de representarlo que una rueda! Si ponemos el diseño del H5 como si en H6, sería un completo caos por las conexiones entre habilidades. Si ponemos el disño de H7 en una fila, vemos que esto no se produce. ¿Es mejor el sistema que el de H6? SÍ. ¿Es pero que el de H5? Por supuesto.

Y sí, elegíamos ciegamente lo que queríamos; pero¿no es esa la gracia, lo que da más rejugabilidad, emoción, diversión... al sistema de habilidades? Tenías que afrontar la sitación con lo que tenías, lo que te tocaba y aprenndías a usar todas, a sacarle provecho. Aquí, escoges esta y esa otra y... ¿para qué cambiar? Menos mal que hay aleatoriedad... y, sin embargo, las combinaciones entre habilidades no se darán por lo que, aunque haya aleatoriedad, está bastante limitada a las principales. Dejad al jugador desarrollar el héroe que él quiere! Dejad que sea Piedra, papel, tijeras. Yujú, qué diversión. Todos happys. Habéis cambiado el sistema a uno rípico de un juego RPG, un sistema que no pertenece a héroes.

Lo siento, pero no me parece una excusa barata, lo siguiente.


[quote user="RoB_KiNG" post="76174"]9. On the comparison with Heroes VI:

It's definitely not the same. Yes, the magic schools are the same. Yes, it's a player-controlled system. Heroes VI had ability tiers, limited by level, which allowed to stack points to unlock multiple high-tier abilities without spending in low tier. Heroes VI have ability "lines" within the same skills, some being constrainted by linear unlock, some not, some tier were not populated, so it was much less systemic than Heroes VII.[/quote]

Estoy de acuerdo. El sistema no es como el de héroes VI. Es mucho mejor (literalmente). Pero sigue siendo peor a algo ya visto.


[quote user="RoB_KiNG" post="76174"]10. On the number of skills and abilities:

This is an endless debate. Every player can come up with their own perfect number, we don't believe there is a perfect answer to please anyone. Each game has different number of skills and abilities and we don't believe that affect quality directly.[/quote]

Estoy de acuerdo de que es un tema muy subjetivo. Personalmente, no me parece mal la cantidad por ahora mostrada. Aunque eso sí, habéis quitado sorcery para que cada magia tenga su propia habilidad de sorcery (muy probablemente sea así viendo la magia del aire).


[quote user="RoB_KiNG" post="76174"]11. On the naming of some abilities:

Some names in the skillwheel still are work in progress and will be modified before the release of the game. For instance, Air Magic abilities such as Master of Air I, II & will be renamed to ensure they will not be confused with linked or pre-requisite.[/quote]

Personalemnte, no me quejo de los nombres. Aún falta mucho y, aunque haya nombres de héroes, unidades, habilidades... que no me gusten, sé que todavía está en proceso y, personalmente, no me molesta los ya presentados.




En definitiva, lo que ha dicho Shosuro.  Una lástima :thumbdown:[/quote]





Mmmm,  no sabia que tú eras Stromdelico (igual lo escribí mal) jeje
Como se nota que los españoles somos mas considerados que los dichosos rusos (que de repente llenan todo de cirílico), casi no se nos nota jeje

arain

He visto por ahí muchísimas críticas negativas respecto al sistema de habilidades. Los VIPs que lo habéis probado, ¿qué pensáis sobre este sistema y por qué creéis que la gente se lamenta tanto?

Lepastur

[quote user="arain" post="76195"]He visto por ahí muchísimas críticas negativas respecto al sistema de habilidades. Los VIPs que lo habéis probado, ¿qué pensáis sobre este sistema y por qué creéis que la gente se lamenta tanto?[/quote]
Lo que probamos no estaba terminado ni de lejos, es más, diría que apenas lo habían empezado. A mí no me gustó nada, entre otras cosas porque era como en Heroes VI, es decir, subes de nivel y no pasa nada. Se acumulan puntos que luego inviertes en lo que te dé la gana, sin aptitudes cruzadas, vamos, sin nada. En otras palabras, no es más de lo que se viene comentando, que eso lo único que tiene de Rueda (entendiendo como tal la de Heroes V) es que se presenta redonda.
http://www.rae.es / :worthy: para Krator ¡por ser un campeón! / www.TorredeMarfil.es / Presidente de la plataforma de los Archimagos y Liches flanqueadores de títulos de web.

Wexseaste

Ya veremos en la beta cómo resultan  la rueda de habilidades y las especealizaciones (juntas y por separado)

[quote user="Adrian" post="76191"]Mmmm,  no sabia que tú eras Stromdelico (igual lo escribí mal) jeje
Como se nota que los españoles somos mas considerados que los dichosos rusos (que de repente llenan todo de cirílico), casi no se nos nota jeje[/quote]

Jejeje (y aquí mas)  :cool:
Si buscas una buena solución y no la encuentras, consulta al tiempo, puesto que el tiempo es la máxima sabiduría. -Tales de Mileto